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	<title>Comments on: Here&#8217;s why I cannot steal your game idea even if you want me to</title>
	<atom:link href="http://www.gameproducer.net/2011/12/17/heres-why-i-cannot-steal-your-game-idea-even-if-you-want-me-to/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2011/12/17/heres-why-i-cannot-steal-your-game-idea-even-if-you-want-me-to/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2011/12/17/heres-why-i-cannot-steal-your-game-idea-even-if-you-want-me-to/comment-page-1/#comment-147103</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Thu, 22 Dec 2011 12:05:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=6227#comment-147103</guid>
		<description>Maybe it&#039;s just me then... :)</description>
		<content:encoded><![CDATA[<p>Maybe it&#8217;s just me then&#8230; :)</p>
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		<title>By: tdl</title>
		<link>http://www.gameproducer.net/2011/12/17/heres-why-i-cannot-steal-your-game-idea-even-if-you-want-me-to/comment-page-1/#comment-147100</link>
		<dc:creator>tdl</dc:creator>
		<pubDate>Wed, 21 Dec 2011 22:28:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=6227#comment-147100</guid>
		<description>Isn&#039;t one major point in developing an idea into a viable design borrowing from other&#039;s ideas? I mean exactly the a bit there a piece here style... Most ideas are bad from the get-go, but after thinking it further, preferably with other people (like brainstorm), you can turn a bad idea into a brilliant one, with those minor adjustments, piece by piece, often &quot;borrowing&quot; in your opinion the best qualities from other&#039;s ideas.

Allthough, I do believe it is often from succesful completed games we borrow ideas from instead of the unfinished ideas we hear or read (as they haven&#039;t been really proven to have looked qualities).</description>
		<content:encoded><![CDATA[<p>Isn&#8217;t one major point in developing an idea into a viable design borrowing from other&#8217;s ideas? I mean exactly the a bit there a piece here style&#8230; Most ideas are bad from the get-go, but after thinking it further, preferably with other people (like brainstorm), you can turn a bad idea into a brilliant one, with those minor adjustments, piece by piece, often &#8220;borrowing&#8221; in your opinion the best qualities from other&#8217;s ideas.</p>
<p>Allthough, I do believe it is often from succesful completed games we borrow ideas from instead of the unfinished ideas we hear or read (as they haven&#8217;t been really proven to have looked qualities).</p>
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		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2011/12/17/heres-why-i-cannot-steal-your-game-idea-even-if-you-want-me-to/comment-page-1/#comment-147088</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Wed, 21 Dec 2011 11:39:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=6227#comment-147088</guid>
		<description>Gotta admit there&#039;s a point in that talk. Although, &quot;the more detail you add...&quot; also means that the less room there is for *my* own ideas. I think bits and pieces can be stolen</description>
		<content:encoded><![CDATA[<p>Gotta admit there&#8217;s a point in that talk. Although, &#8220;the more detail you add&#8230;&#8221; also means that the less room there is for *my* own ideas. I think bits and pieces can be stolen</p>
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		<title>By: Nog</title>
		<link>http://www.gameproducer.net/2011/12/17/heres-why-i-cannot-steal-your-game-idea-even-if-you-want-me-to/comment-page-1/#comment-147085</link>
		<dc:creator>Nog</dc:creator>
		<pubDate>Wed, 21 Dec 2011 04:10:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=6227#comment-147085</guid>
		<description>I disagree.

Don&#039;t care about my idea? Let&#039;s ignore this as to be able to steal my idea, I figure you are reading it in some manner and therefore have some interest related to it.

Would rather clone a hit game idea?  I see two problems with this: 1) Anything new and therefore unclonable is valuable and 2) The &quot;a bit differently&quot; is also a target

Would have to change it anyway? So now you&#039;d steal it and change it?.... isn&#039;t that what I wanted to avoid in the first place?

It&#039;s not new or unique? Where was the portal gun before Narbacular Drop was made?  Something&#039;s gotta be new at some point.

Implementation is what counts? Well yeah, but again this is a matter of detail.  If we both made &quot;a racing game&quot;, our implementations would be vastly different.  However, the problem is when we both make &quot;a racing game that is played on a single screen using only machine guns as weapons&quot;.  The more details you add to the game idea, the less room for differences in implementation, and that leaves you with two games sharing a very similar space.

We all have ideas already? Yeah, but that doesn&#039;t mean you don&#039;t have room on your plate for more!  Maybe you really like my idea for a racing game that plays like guitar hero and you adopt the control scheme to another genre, or take just an idea for a hud and apply it to your game... doesn&#039;t that weaken my idea as well?  It doesn&#039;t have to be the whole idea.

There isn&#039;t enough detail given to steal?  Most of the time, I agree.

The point is that I enjoy the planning/designing phase of making games and have many ideas, but I also choose to supplement my arsenal by playing anything from genre staples to indie nobodies.  I never take whole ideas, but I commonly take features and adapt them for my own use.</description>
		<content:encoded><![CDATA[<p>I disagree.</p>
<p>Don&#8217;t care about my idea? Let&#8217;s ignore this as to be able to steal my idea, I figure you are reading it in some manner and therefore have some interest related to it.</p>
<p>Would rather clone a hit game idea?  I see two problems with this: 1) Anything new and therefore unclonable is valuable and 2) The &#8220;a bit differently&#8221; is also a target</p>
<p>Would have to change it anyway? So now you&#8217;d steal it and change it?&#8230;. isn&#8217;t that what I wanted to avoid in the first place?</p>
<p>It&#8217;s not new or unique? Where was the portal gun before Narbacular Drop was made?  Something&#8217;s gotta be new at some point.</p>
<p>Implementation is what counts? Well yeah, but again this is a matter of detail.  If we both made &#8220;a racing game&#8221;, our implementations would be vastly different.  However, the problem is when we both make &#8220;a racing game that is played on a single screen using only machine guns as weapons&#8221;.  The more details you add to the game idea, the less room for differences in implementation, and that leaves you with two games sharing a very similar space.</p>
<p>We all have ideas already? Yeah, but that doesn&#8217;t mean you don&#8217;t have room on your plate for more!  Maybe you really like my idea for a racing game that plays like guitar hero and you adopt the control scheme to another genre, or take just an idea for a hud and apply it to your game&#8230; doesn&#8217;t that weaken my idea as well?  It doesn&#8217;t have to be the whole idea.</p>
<p>There isn&#8217;t enough detail given to steal?  Most of the time, I agree.</p>
<p>The point is that I enjoy the planning/designing phase of making games and have many ideas, but I also choose to supplement my arsenal by playing anything from genre staples to indie nobodies.  I never take whole ideas, but I commonly take features and adapt them for my own use.</p>
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